What are the basic syntax rules for GLSL?
GLSL, or OpenGL Shading Language, has a C-like syntax. Key rules include using semicolons to end statements, proper use of braces for blocks, and declaring variables with types.
Can you give me an example of a simple GLSL shader?
Sure! Here's a simple vertex shader example:
#version 330 core
layout(location = 0) in vec3 position;
void main() {
gl_Position = vec4(position, 1.0);
}
What data types are available in GLSL?
GLSL supports several data types including float
, int
, bool
, vec2
, vec3
, vec4
, mat2
, mat3
, and mat4
.
How do I declare a uniform variable?
You can declare a uniform variable in GLSL using the uniform
keyword. For example:
uniform mat4 model;
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